application_exercise/src/main.rs

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Rust
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2023-05-13 07:42:08 +00:00
mod global_state;
mod polygon;
///! This example illustrates how to resize windows, and how to respond to a window being resized.
use bevy::{
input::{
mouse::{MouseButtonInput, MouseWheel},
ButtonState,
},
prelude::*,
sprite::MaterialMesh2dBundle,
window::WindowResized,
};
use bevy_egui::{egui, EguiContexts, EguiPlugin};
use global_state::GlobalState;
use polygon::ObjectInfos;
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fn main() {
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App::new()
.add_plugins(DefaultPlugins)
.add_plugin(EguiPlugin)
.insert_resource(GlobalState::default())
.insert_resource(ObjectInfos::default())
.add_startup_systems((setup_camera, setup))
.add_systems((
print_mouse_events_system,
update_ui_side_panel,
on_resize_system,
))
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
transform: Transform::default()
.with_scale(Vec3::splat(4.))
.with_translation(Vec3::new(100.0, 10.0, 0.0)),
material: materials.add(ColorMaterial::from(Color::YELLOW)),
..default()
});
}
// Spawns the camera that draws UI
fn setup_camera(mut cmd: Commands) {
cmd.spawn(Camera2dBundle::default());
}
fn update_ui_side_panel(mut contexts: EguiContexts, mut global_state: ResMut<GlobalState>) {
egui::Window::new("Hello").show(contexts.ctx_mut(), |ui| {
if global_state.polygon_started {
// TODO
} else {
if ui.button("New Polygon").clicked() {
global_state.polygon_started = true;
}
}
});
}
/// This system prints out all mouse events as they come in
fn print_mouse_events_system(
mut mouse_button_input_events: EventReader<MouseButtonInput>,
mut cursor_moved_events: EventReader<CursorMoved>,
mut mouse_wheel_events: EventReader<MouseWheel>,
mut global_state: ResMut<GlobalState>,
mut object_infos: ResMut<ObjectInfos>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
for event in mouse_button_input_events.iter() {
match event.button {
MouseButton::Left => match event.state {
ButtonState::Pressed => {
println!(
"Left mouse button pressed at {:?}",
global_state.cursor_position
);
let polygon = match object_infos.active_polygon() {
Some(polygon) => polygon,
None => object_infos.add_polygon(),
};
if polygon.add_point(global_state.cursor_position) {
global_state.polygon_started = false;
// TODO remove single points -> draw full polygon
} else {
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
transform: Transform::default()
.with_scale(Vec3::splat(4.0))
.with_translation(
(global_state.cursor_position
- (global_state.window_extent * 0.5))
.extend(0.0),
),
material: materials.add(ColorMaterial::from(Color::BLACK)),
..default()
});
}
}
ButtonState::Released => (),
},
_ => (),
}
}
// store latest mouse cursor location
for event in cursor_moved_events.iter() {
global_state.cursor_position = event.position;
}
for _event in mouse_wheel_events.iter() {
//
}
}
fn on_resize_system(
mut resize_reader: EventReader<WindowResized>,
mut global_state: ResMut<GlobalState>,
) {
for e in resize_reader.iter() {
// When resolution is being changed
global_state.window_extent = Vec2::new(e.width, e.height);
}
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}